Tree of Savior Forum

iDreamy's Guide to Scout C3

Just Theory crafting.
I know it hard to test, but if you already test or know it, It would be very appreciate.

When I release Captured skill (such as Magic Arrow, Frost Cloud, Flare shot, Cure).
Is each hit of these skill count as my Normal Attack?

If so . . .

If I am under running shot buff with grandcross, Should each hit of these skill get 280% dmg bonus?

Regards.

There is only one thing that I do not get in your guide, and that is how you are getting your numbers.

For instance: the 100% + skill damage

It does not make any sense


I get that the 100% is supposed to be your base attack stat, but the way you are going about it doesn’t.

Split arrow bounced hit is a T0 modifier that affects the total of the “100% + skill damage” which would mean it is even better than what you have.

("100% + skill damage) * T0


But then you include enhance percentage to this “base damage number” and the real way it works is that it would be your ((“100%” + skill damage) * T0) - defense) * crit * enhance.

This would mean that it’s also even higher than what you have.


Cloaking is a attack modifier which would mean it goes here

“100%” * (cloaking’s 1.5) + skill damage


And lastly flare shot’s 90% modifier. It’s a T3 modifier according to EternalDreams thing.

That would mean that it would be your ((“100%”+ skill damage) + crap) * 90% *(enhance goes here).


Also, the % numbers shown on the skill discriptions are T1 modifiers (applied at the end like the other T# mods and enhance) and, for example, that would mean a musketeer snipe would do 800% with max enhance

("100% + skill damage) * crit * 400% * 200%


Also, multi-hit would simply mean whatever ^ that is times however many hits at the very end.


What i’m trying to say is please use the damage formula correctly.

Of course, if you were doing that to make things look simple, I can understand, but it is still misleading.

If you saw the video on “Full Draw + Split Arrow” combo on 1D. Section, you would see a Scout C3 solo grinding at Workshop.

If you’re happy with it, don’t reroll. If you are all for min-maxing, reroll.

All captured skills takes your stats into account instead of the original owners.

And no, Running Shot’s bonus is an additive modifier to your base normal attack. Not a direct damage increase.

I might’ve mistaken because I assumed that the way modifiers works is the same as how amplifiers on Dragon Nest works.

I would re-review things then.

Edit: Upon re-reviewing, it’s just abit misleading due to -defense coming in first before the multiplier from other modifiers is taken into account? Then I think I rather make it look simple and give raws while considering the enemy defense is at 0 because the other multipliers stack multiplicatively so I don’t really see a need to note those as well.

About Flare Shot, I didn’t know that how the 90% modifier worked. I stand corrected there and would revise my calculations.

I thought that the % shown on descriptions are still attack modifiers, thanks for correcting my confusion there. As I’ve mentioned, I really thought that those % are like Dragon Nest amplifiers.

You have to admit it’s misleading though, like for example,

Clearly, it shows that the skill damage is additive on the modifier when that % modifier actually multiplies base+skill damage instead.

Updated Disclaimer.

How do you farm so much silver to upgrade the skill attribute?

My first character has been getting really lucky on doing Boss Rush at Lv130 Dungeon. So far has gotten 2 Petamion Recipes and yesterday I just got another Petamion Recipe.

My Scout C3 farms so fast on Roxona East, that’s where most of my income comes from.

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Yeah, thats fine. I don’t think it would’ve bother anyone except for people who’ve been working with math for the game.

Though I would agree that ToS numbers are misleading as well. I wouldn’t have known had I never looked up things

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I have a question regarding stat priority on head costumes. Why is HP better than say… crit rate? 800 HP = 8 con, while 14 crit rate = 14 dex.

Definitely, in-terms of increasing damage output, Crit Rate is more worth it but if you consider how hard it is to get HP from other sources, I’d still recommend HP on Headgears. Not to mention, getting physical atk + crit rate is already ridiculously expensive what more if perfect 3 line phy + crit atk + crit rate :confused:

Anyways, in order to survive while being full STR from the start. I still recommend prioritizing HP on headgear enchants.

Ok, but assuming budget isn’t an issue since we’re talking about min-maxing…

14 crit rate = 14 dex. So, instead of putting 14 points into dex, we can put 14 points into con instead. That gives a total of 1190 HP. That’s a lot more than the max of 800 HP (9 con) that a head enchant can have.

Likewise, you said HP>physical attack.

Max phy atk on head = 42~45 (more or less 14 strength? Which translates into 28 phy atk + 28 crit atk).
Max HP on head = 800 HP (9 con)

So, if it’s HP you need, you can invest the 14 strength points into con instead, and get 1190 HP.

Not trying to bust your balls or anything here, but I’m just curious why so many people put such heavy priority on HP over other stats especially on head costumes.

Okay. Obviously you didn’t read the explanation nor the previous posts as to why I am suggesting HP on Headgear enchants.

I won’t argue that Phy Atk, Crit Atk and Crit Rate are definitely best for min-maxing DPS increase.

The issue is though is about being full STR from the very start unless well, you are willing to use or actually have a spare stat reset potion.

Also, “instead of putting x points into DEX” isn’t the point here because if you’re going for the hardcore path in the first place, then all status points would’ve gone to STR leaving no points available for CON nor DEX.

Anyways back to the previous posts I’ve mentioned. I was suggesting pure STR build for maximum damage output since it’s actually possible to have enough crit rate from gears alone to hit a decent crit chance. If you also went to the stat distribution section and read what I posted there, STR gives you the most returns from stat point investments.

Following this by those who plan to go pure STR as well (as seen on previous replies), they are starting to have survivability issues. Getting OHKO’d was the biggest issue THUS I was suggesting HP as the top priority because even though it doesn’t give you the best returns to increase your DPS, it does give you the added survivability you need as you level and while still trying to get the needed gears.

I hope that was enough explanation to understand as to why HP is being suggested and prioritized.

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I did read your previous posts, but they obviously didn’t make as much sense to me as they did to you. You obviously didn’t realize that I already included the additional bonus stats from reaching max levels and putting them all into STR into my calculations. I equated 14 STR to having 28 phy atk + 28 crit atk (i.e ~28 STR after bonuses), but nevermind that. Let’s go back to basics first.

First of all, the very point of going full STR from the start is so that you get all the STR bonuses at max level. And the reason why you’d want those STR bonuses is because you think it will maximize your DPS output, right? (unless you wish to do it for some other illogical reason - achievement - etc).

So, now that we’ve established that the ultimate point of your full STR build is to optimize your DPS, you then bring up the issue that you will have survivability issues. That’s all fine and dandy because I agree with you here. However, instead of relying on HP from your head enchants to increase your survivability, why would you not consider getting some HP from CON instead? Because like I showed earlier, you just get so much better returns from damage stats on your head enchants rather than HP.

My proposal is simple, really. If you need more damage, get damage stats on your head enchants. If you need HP for survivability, still get damage stats on your head enchants, but put some points into CON (best min-max returns).

Your proposal, on the other hand, is this. Get HP > damage stats on your head enchants because you will need the survivability even though you’re not optimizing your head enchants. The reason you gave for this? “it does give you the added survivability you need as you level and while still trying to get the needed gears.”

If that’s the reason for your recommendation, then you should have also mentioned that HP is not the optimal choice for end game head enchants, only needed while you’re still leveling and trying to acquire your end game gear. Again, I was assuming that since your guide advises on end game stat build, your recommendations for head enchants are also for end game. If they’re not, then my mistake. But please do include end game head enchants into your guide because I think that’s what most people actually wanted to know when they asked what stats are best on their headgear.

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Yes, it’s not for end-game.

Considering everything, indeed it was my bad.

But I have a reason for neglecting Crit Rate especially in this build. It’s Sneak Hit. It’s possible to hit 40-50% crit chance with proper min-maxing w/o the need to invest on DEX. Adding Lv5 Sneak Hit’s crit chance and you’ll exceed 100% crit chance. Thus the crit rate from headgears is actually close to negligible due to it’s diminished returns.

Nevertheless, gonna update the gearing section.

Edit: Updated gearing section. I’ll give my personal thanks for pointing these stuff out and it actually made the guide better overall.

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Yea, you’re right, I shouldn’t have put forward a Crit Rate comparison then. More like Phy Atk/Crit Atk.

I’m actually going for A3>S3 myself, so I didn’t consider Sneak Hit at all.

Anyway, I hope you don’t mind my hijacking your thread but someone asked you here before whether you recommended Musketeer or Cannoneer for A3>S3 and you preferred Cannoneer. Even disregarding Musketeer’s single target skills, isn’t Covering Fire better as an AOE though? Especially with multiple hits on a relatively low 15 sec cooldown. Technically, it might even outperform Cannoneer’s Cannon Blast as you get more base dmg later in the game (I’ve seen a KTOS player with 1700-1800 physical base damage).

The thing bugging me most about Covering Fire is no one seems to know how many targets it hits per shot, and how many shots are fired? I’d appreciate it if you or anyone else can let me know, since you seem to have been around for a while!

I suggest asking @Lyralei for specifics on Musketeer.

As for the overall comparison on Musketeer vs Cannoneer. Personally, I don’t have both of the class but my issue with Musketeer would be the AOE range and it’s 0 AOE attack ratio on it’s skills. Cannoneer would do more damage with it’s wider AOE and high innate AOE attack ratio.

The game is 90% mobbing, 10% bossing so with PVE in mind, I would definitely suggest Cannoneer over Musketeer.

Thread update: Added “3D. Special Thanks” section.

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Thread Update: Added updated Skill Trees, both normal and the alternative path.

Reason for this update is due to Perspective Distortion and Scan being increased to Level 5.

Lv5 Perspective Distortion
I have been trying out Double Flare + Camouflage + Perspective Distortion on mission runs lately. I completely underestimated the DPS that comes from this combo as well as the DPS increase for party members that benefits from PD.

So what is the point of the duration increase?
The thing is, from my experience on those mission runs, Lv1 Perspective Distortion is not enough to fully buff the damage coming from the normal Flare Shot of “Double Flare” combo.

I usually start in this sequence,
Buff up Swift Step and Sneak Hit > Release captured Flare Shot > Flare Shot > Feint > Steady Aim > 3x Barrage > Camouflage > Perspective Distortion.

Due to the time eaten by casting Feint > Steady Aim > Barrage. There’s only roughly 17~18 seconds remaining on the normal Flare Shot’s duration.

This means that Lv1 Perspective Distortion’s 11s duration is not enough to buff up the damage of that remaining 17~18s of Double Flare. Thus we increase the duration to 15s at least, this way, the remaining duration Double Flare has will get almost fully buffed by Perspective Distortion’s 25% patk increase.

Note: Technically, it’s true that Double Flare’s duration is only 25s at max but do not be misled. The captured Flare Shot would still not disappear after 25s but continue as “single” Flare Shot for 23 more seconds.

How is it? Are you able to tank properly and maintain aggro while inside the barrel?
I was definitely able to keep the aggro 100% of the time on all my runs so far. The only time I can’t take the aggro is if there’s a swordsman class with maxed Provoke Attribute. Especially Peltastas.

I would also like to mention that once Perspective Distortion’s full duration ends, the boss is most of the time already dead. If not dead, your Feint > Steady Aim > Barrage is ready for another cycle usually killing the boss/bosses. I’m totally seeing the build in a new light.

I’ll try recording a couple of videos doing this combo on queue’d mission runs then compile them on a single video and upload it on my channel.

Update: Here’s the video

What’s your current damage on Double Flare with Perspective Distortion?
From what I recall, it’s 5500~6000 crits. That’s Lv70 attribute. Using +8 Superior Kracked Shooter and Mana-mana. Not yet using pure STR build.

Lv5 Scan
Simple reason, GvG purposes. I admit that my build would just die quickly on GvG’s but Scan might provide big help especially with longer duration to block off possible sneak attacks on your tower.

P.S. This is linked to Skill Tree section which is why it’s on a seperate reply.

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Capture is used for burst purposes.
Most good damage AOE skills have a high CD. To me, high CD is anything that is in the 30+ secs cd. Take a look at Wiz3 Ele 3 Warlock Main Aoe spells: Frost Cloud 30 secs. Electrocute 32 secs. Meteor 90 secs. Hail (45 secs) Magic Missile 2 overheats 17 secs CD. All of these skills are supported by a 100% uptime +50% magic attack buff.

there are many possibilities to have some kind of build in the archer tree. If we do a little anylysis with a bit of thinking, we can actually reach the resultus: Multishot lvl 10-15 + circling (35 secs CD); Cannon blast (30 secs); broom trap (40 secs); Barrage (17 secs 3 OHs); Barrage + Feint (25 secs CD); General Capture usage (180 secs CD, depending on party composition and time taken to make this work, it produces enough burst to justify its presence at dungeon runs, but i dont think its viable in Earth Tower); pheasant (40 secs CD, IMO its great for AOE BURST purposes).

Truth is the wew build is focused on AOE burst. Thus it has many spells with CDs. You can rotate them and not only this, because of the CDs, it makes it scale retardedly well with chronomancers pass ability. Not only this, divine might makes quick cast reduce cast time by 60%. 4,4 secs cast lvl 11 meteor anyone?

To achieve such aoe effectiveness, the need of thoughs on a build with good damaging skills that justifies their CDs is needed. Split Arrow, for an example, does not have CD, but has an AOE limitation of 3 targets (the target and the other 2). Of course this skill would scale well with a Linker. But all AOE skills scale RETARDEDLY with a linker, mainly when they can hit as many targets as possible in an area (broom trap broom trap broom trap).

I am currently leveling an archer with the following build in mind: Archer c2. Ranger c1. Sapper c2. Falconeer c1. Cannoneer c1. Still leveling, gonna check how it works out.

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Any tips for fast Gem leveling? As of now I only have 1 level 4 green gem but I dont think I’ll use it anytime soon since khasti recipe is bring sold for 1.5m…(rip)

If you have something to discuss with Mamark, please send him a private message instead of hi-jacking the thread with some Wiz stuff and Sapper stuff.

Only reliable way to increase gem level is to keep feeding it looted gems or feed it mats whether from hunt or from market.

Just got to scout c3 and good stuff. For gems enhancements if your relaxed and not farming silvers at roxona east, you can get to farming green apparitions and eggnome at tenet church 2. You can farm corpse hand for your crafting achievement(white hair quest) and eggnome mats with a chance of getting mithril ores. The crafted equips also serve as a good gem enhancement equip later on as well.
Well obviously roxona East is still the gosu place for silver farming tho, and silver does solve everything in this game apparently.

Aside to dream, my split arrow is working fine at lvl1 now at roxona east with 10% attribute. May stick to that for now. Glyquare hits like a truck tho

How much damage do you currently do with level 1 split? first hit and bounce?